PVP Arena
๐ Play it live · ๐ฆ Source code
First Steps
Make an account on the login screen (username + password โ auto-saves locally so you only do this once). You'll start with 500 donuts and the free starter loadout: AK20, SG-8, Pistol, Flare, Fists, Frying Pan, Frag, Medkit. From the mode-select screen you can shop, redeem promo codes, or jump straight into a match.
Game Modes
Elimination (Round-Based)
| Mode | Format |
|---|---|
| 1v1 | First to N rounds, no respawns within a round |
| 2v2 | Team elimination |
| 3v3 | Team elimination |
Race (First to N Kills)
| Mode | Format |
|---|---|
| FFA5 | Free-for-all, 5 bots |
| FFA8 | Free-for-all, 8 bots |
| Race 2v2 / 3v3 | Team kill race |
Special Modes
- D-Day โ Defend the hill against waves; MG42 + AK20 forced.
- Frontlines โ Push the battle line to the enemy base.
- Last Stand โ Survive 10 escalating waves.
- Shooting Range โ Practice mode, no enemies.
- ๐ King of the Hill (KOTH) โ 10 players, 3 lives each. Plays on the 250ร250 BR arena map with vehicles, helicopters, and mortars.
๐ฎ Arcade Modes (6)
| Mode | Mechanic |
|---|---|
| Gun Game | 21-tier weapon ladder, win on knife |
| One in the Chamber | 1 bullet, every shot is a kill, refills on kill |
| Juggernaut | One mega-buffed player vs. the rest; killer becomes juggernaut |
| Infection | Zombies vs. humans; zombies convert on kill |
| Sniper Only | Snipers forced, no secondaries |
| Speedrun | Solo race to 20 kills, personal best tracked |
Difficulty Tiers
| Tier | Bot Behavior |
|---|---|
| Easy | Slow aim, late reactions |
| Medium | Standard challenge |
| Hard | Faster reactions, ability use |
| Expert | Aggressive flanking, kite-retreat from scary weapons, low timidity |
๐๏ธ Lobby System
Every multiplayer mode routes you through a staging lobby. Players ready up, and the undermanned side can vote to fill with bots or play short-handed. Each match runs in its own isolated bubble โ concurrent games don't bleed into each other.
๐บ๏ธ Maps
| Map | Theme | Notable Features |
|---|---|---|
| Blank | Open arena | Default, no obstacles |
| Urban | City | ๐คซ Climbable skyscraper |
| Warehouse | Industrial | Crate cover |
| Forest | Woodland | Trees + tall grass |
| Volcano | Lava | Hot zones |
| Cyber | Neon city | Glowing structures |
| Desert | Arid | Long sightlines |
| Tundra | Snowy | Slippery surfaces |
| Space Station | Sci-fi | Low-G zones |
| ๐ฌ Airport | Terminal | Breakable glass + lights |
| ๐ช Trenches | WWI | Pilotable mortars (hold E) |
| โข๏ธ Chernobyl | Nuclear | 4 destructible reactors, toxic gas |
| ๐ข๏ธ/๐ซ/โฃ๏ธ/๐/๐ท | Various | Refinery, Skydock, Sewer, Gravity Lab, Glassworks |
| ๐ BR Arena | Massive | 250ร250, vehicles + helis + mortars (KOTH only) |
๐คซ Map Secrets
๐ซ Weapon Arsenal
Over 200 weapons across 4 slots. Most are buyable in the shop; admin items are promo-code only.
Every gun now punches the actual camera on fire, not just the viewmodel โ it used to be that only a handful of weapons (the Revolver most noticeably) visibly kicked the screen; the rest only wiggled the gun prop. The kick scales off the same damage/speed/rate formula the viewmodel wobble already used, so a Revolver still hits harder than a Cycler, but nothing hits for zero anymore. It snaps back fast โ this is an impact punch, not a second recoil pattern stacked on your aim.
Notable P2W Weapons
| Weapon | Slot | Cost |
|---|---|---|
| Royal Minigun | Primary | 3,500๐ฉ |
| Orbital Strike | Utility | 2,500๐ฉ |
| Titan Hammer | Melee | 2,400๐ฉ |
| Black Hole Seed | Utility | 2,200๐ฉ |
| Lightsabre | Melee | 1,800๐ฉ |
| Vampire Blade | Melee | 2,000๐ฉ |
| AMR (Anti-Material Rifle) | Primary | 2,000๐ฉ |
๐ Sci-Fi P2W (Cosmic Tier)
Ten primaries with reality-bending themes: Event Horizon Rifle (12,000๐ฉ), Void Harvester (20,000๐ฉ), Nebula Mortar (17,500๐ฉ), and more. Plus matching secondaries, melees, and utilities. ~215k donuts total
๐ช Admin Items (24)
Unlockable only via case-sensitive promo codes. Bypasses the shop entirely. Once unlocked, they're permanently free on that account.
Heavy primaries Minigun M134, Anti-Material Barrett, MK-44 Bushmaster, GAU-19, XM7, HK-MP7, P90 Spec
Secondaries Desert Eagle, M1911 Match, Walther PPK, Glock 18, Five-Seven
Combat knives Karambit, Trench Bayonet, Tomahawk, OTs-04, Spec-Ops Garrote
Utilities C4 Charge, Claymore, M84 Stun, Thermite, Predator UAV, Care Package, Tactical Nuke
๐ Best Loadouts (30 Curated)
Accessible via the ๐ BEST LOADOUTS button on the loadout screen. Tap to auto-equip.
| # | Name | Theme |
|---|---|---|
| 1 | ๐ The Lockdown | Tournament-grade fundamentals |
| 2 | โก Caffeine Crash | Outrun every bullet |
| 3 | ๐ฏ Headhunter | One scope. One tap. |
| 4 | ๐ฅ Demo Disco | Explosives party |
| 5 | ๐ฅ Arsonist's Holiday | Everything burns |
| 6 | ๐ค 404: You Lose | Disable & dismantle |
| 7 | ๐ฅท Lights Out | Heard, never seen |
| 8 | ๐ก๏ธ Immovable Object | You will not pass |
| 9 | ๐ Recess Bully | Playground chaos |
| 10 | ๐ช๏ธ Yeet Squad | Send them flying |
| 11 | โ๏ธ For The Realm | Knight's loadout |
| 12 | ๐ฉธ Bloodletter | Heal off their pain |
| 13 | ๐น Sherwood Special | Bows + bolas |
| 14 | ๐น No Brakes | Sprint-only kit |
| 15 | ๐ง Permafrost | Slow + finish |
| 16 | โก Thor's Allowance | Shock therapy |
| 17 | ๐ฏ Steady Hand | Mid-range scalpel |
| 18 | ๐ณ Recipe for Disaster | Kitchen tools |
| 19 | ๐ Credit Card Maxed | Pure P2W |
| 20 | ๐ข The Hedge | Camp + punish |
| 21 | ๐ Spacefarer | Sci-fi tech |
| 22 | ๐ช Clown Convention | Slapstick warfare |
| 23 | ๐ฎ Light Show | Refractive chaos |
| 24 | ๐ฆ Bread & Butter | Reliable in any mode |
| 25 | ๐ฅ Closing Time | Bar-fight ready |
| 26 | ๐ Reality Breaker | Endgame cosmic flex |
| 27 | ๐ค Loudpack | Subtle as a brick |
| 28 | ๐ช Boots on Ground | Mil-spec professional |
| 29 | ๐ฉน Field Medic | Outlive everyone |
| 30 | ๐ป Through the Veil | Phase past wards |
๐ Shop System
Open the shop from the mode-select screen. Five tabs: Bundles, Primary, Secondary, Melee, Utility, plus Chests, Wheel, and Upgrades.
๐ฉ Donuts
Earned at match end: 5 ร kills + 50 (win) / 20 (loss), capped at 250/match. Spend on weapons, bundles, chests, wheel spins, and the Admin Pass.
๐ผ Bundles (26)
Save 20-60% off the sum of individual prices โ bumped ~30% after the economy rebalance, since a deep bundle discount on top of "real" weapon prices was a loophole around the grind. Every bundle is a tight 1-4 item kit โ no more grab-bags.
Standard
| Bundle | Cost | Contents |
|---|---|---|
| Pitiful Pack | 495๐ฉ | AK20 ยท SG-8 ยท Revolver ยท Bat |
| Starter Pro | 430๐ฉ | AK20 ยท Revolver ยท Bat ยท Stim |
| Heavy Duty | 755๐ฉ | Minigun ยท Grenade Launcher ยท Machine Revolver ยท Crowbar |
| ๐๏ธ WWII Arsenal | 730๐ฉ | MP-40 ยท M1 Garand ยท Mauser C96 ยท Katana |
Themed
| Bundle | Cost | Theme |
|---|---|---|
| Sniper Pack | 755๐ฉ | Long-range duelist |
| Run & Gun | 560๐ฉ | Fast SMGs + speed |
| Melee Master | 625๐ฉ | Close quarters |
| Shotgun Pack | 560๐ฉ | Close-range chaos |
| Pyromaniac | 805๐ฉ | Fire weapons |
| Stealth Ops | 470๐ฉ | Silent kit |
| Storm Pack | 545๐ฉ | Lightning |
| Defensive | 585๐ฉ | Tank survival |
| Frostbite | 495๐ฉ | Cold weapons |
| Knockback | 650๐ฉ | Send 'em flying |
| Smart Tech | 795๐ฉ | Tracking drones |
| Mortar Squad | 715๐ฉ | Indirect fire |
| Sci-Fi Arsenal | 650๐ฉ | Energy weapons |
| Demolition | 780๐ฉ | Explosives |
| Archer's Kit | 755๐ฉ | Bows + traps |
| Marksman | 560๐ฉ | Precision |
| Knight's Honor | 535๐ฉ | Swords + shotgun |
Fun
| Bundle | Cost | Theme |
|---|---|---|
| Retro Pack | 150๐ฉ | Paintball, laser pointer, baguette, rubber duck |
| Chaos Mode | 195๐ฉ | Goofy weapons |
| Kitchen Catastrophe | 170๐ฉ | Frying pan, baguette, rubber duck |
Premium P2W
| Bundle | Cost | Contents |
|---|---|---|
| Royalty | 5,400๐ฉ | Royal Minigun + Vampire Blade + Hand Cannon + Orbital Strike (barely a discount) |
| ๐ Cosmic P2W | 195,000๐ฉ | All 19 sci-fi P2W items (~10% off) |
๐ฐ Earning donuts
A match pays 5๐ฉ a kill, plus 50๐ฉ for a win or 20๐ฉ for a loss, up to 250๐ฉ — about 85๐ฉ for an ordinary game. Every price in the game is in those same units, so the shop reads as matches of work:
| Weapon | Cost | About |
|---|---|---|
| Pistol, bat, baguette | 50–80๐ฉ | under a match |
| AK-20, SG8 | 220–250๐ฉ | 3 matches |
| SR-X, minigun, railgun | 500–600๐ฉ | 6–7 matches |
| Chainsaw, AMR, Titan Hammer | 1,400–2,400๐ฉ | 16–28 matches |
| P2W | 6,000–20,000๐ฉ | 70–235 matches — ridiculous on purpose |
New accounts start with 500๐ฉ. Match rewards used to be multiplied by 400 while normal weapons were only doubled, so one match bought about seventy AKs; balances saved under that rate were scaled down once by the same 400, so every account kept what it had in matches.
๐ฆ Chests & ๐งฉ Fragments
Open chests to earn weapon fragments. Spend them to unlock any priced weapon (a quarter of its donut price in fragments, 100 at least), or spend them on upgrades.
| Chest | Cost | Drops |
|---|---|---|
| Common | 120๐ฉ | 10-25 frags + 0-30 donuts |
| Rare | 400๐ฉ | 35-80 frags + 30-100 donuts + 5% chance of a free weapon |
Match-end drops: Win = 50% common + 15% rare. Loss = 30% common + 5% rare. (Independent rolls โ not guaranteed every match.)
๐ก Daily Wheel
One free spin per day (UTC reset). Extra spins cost 100๐ฉ. Possible outcomes:
| Probability | Outcome |
|---|---|
| 45% | Donuts (60-180) |
| 35% | Fragments (12-30) |
| 14% | Big Fragments (40-80) |
| 5% | Small Rare (200๐ฉ or 100๐งฉ) |
| 0.7% | Big Bundle (400๐ฉ + 150๐งฉ) |
| 0.3% | JACKPOT โ random rare weapon โฅ400๐ฉ |
โจ Weapon Upgrades
Each owned weapon has three stats, each independently upgradeable up to level 10:
| Stat | Per-Level Effect | At Max (lvl 10) |
|---|---|---|
| Damage | +12% | +120% |
| Magazine | +25% | +250% (3.5ร) |
| Reload | ร0.85 | -85% (6.7ร faster) |
Costs per level (per stat): 30 / 60 / 120 / 240 / 480 / 800 / 1,200 / 1,800 / 2,500 / 3,500 fragments. Maxing one stat = 10,710 frags. Maxing all three = 32,130 frags.
๐ช Admin Pass
300 donuts for a 10-minute window where every weapon (including all admin items) is equippable. Trial-style flex โ once it expires, you go back to what you actually own.
๐ก Tips & Tricks
Useful
Strategic
๐ Fun Facts
Randomly shown in the lobby and 3 seconds after each match starts. 39 total facts across four categories: useful, strategic, secret, and funny. A sampling:
- "Chainsaw users are legally required to scream while charging."
- "Frying Pan does NOT in fact deflect bullets. Stop trying."
- "Tennis Racket reflects bullets. We don't know how."
- "Baguette ability 'Eat' heals you. Carbs."
- "Tac Nuke is balanced because it costs 250 of your fragile feelings."
- "Fists are free. They have always been free. They will always be free."
- "Trash123 has every admin item. Suspicious."
๐ง Tech Stack
- Three.js โ 3D rendering
- Socket.IO โ multiplayer networking
- Express + Node.js โ server
- Railway โ production hosting
- Vanilla JS โ no framework on the client
๐ฎ Controls
| Key | Does |
|---|---|
WASD | Move |
Space | Jump. Press it out of a slide for a slide jump โ lower, but it carries the slide with you |
Shift / Ctrl | Slide / crouch |
1 2 3 4 | Primary ยท secondary ยท melee ยท support |
Q | Cycle slot |
B or middle mouse | Quick melee โ swings or fires the melee's ability, then puts you straight back on the gun you were holding. If your melee grants a double jump and you are in the air, it spends the jump instead |
R | Reload |
E | Ability, or aim down sights if what you hold has none |
T | Inspect โ turn the weapon over. Anything that opens, opens |
F | Interact / pilot |
V | Chat |
Tab | Scoreboard |
Slide into an explosion. A blast normally shoves you away from itself, which stops a slide dead. If one goes off in front of you while you are sliding, it drives you along the slide instead — and 50% faster than the shove would have been. Behind or beside you, it pushes you the usual way.
๐จ Skins
Skins are purely cosmetic. Every one of them changes how a weapon looks — body and accent colours, the tint of its tracer, sometimes a effect shell like crystal or smoke — and none of them changes damage, spread, fire rate, magazine, reload or anything else that decides a fight. A gold AK kills exactly as fast as a cardboard one.
That is enforced in code rather than by discipline: a skin's stats are filtered down to the cosmetic keys before they ever reach the weapon, so a skin that declared a damage number would simply be ignored.
There are three kinds. Colour themes (22) repaint every gun at once. Model skins replace the weapon with a different object entirely — 81 of them across 62 guns, from the AUG to a leaf blower, a slushie machine, a telescope on the SR-X, a banana Desert Eagle, an accordion MG42 and a tuba where the bazooka was — and they keep the weapon's stats, its reload track and its prop beats, so nothing about the fight changes. Melee model skins do the same for the other hand: 30 of them — every melee you can actually equip now has an alternative, admin blades included. The knife becomes a floss dispenser, the fire axe becomes an actual electric guitar (it is called an axe), the riot shield becomes a trash can lid, the lightsabre becomes a fluorescent tube, the Vampire Blade becomes a ketchup bottle, the Volt Whip becomes a string of Christmas lights and the Gravity Hammer becomes a meat tenderizer. On the admin rack the Karambit becomes a can opener, the Trench Bayonet a cocktail toothpick, the Tomahawk an ice scraper, the OTs-04 a nail file and the Spec-Ops Garrote a phone charger. Same damage, same reach, same ability.
One family goes further than a different object. The emoticon skins are
guns drawn out of characters — the text gun ᵕᠵデᡁ╼━
stretched into three dimensions, white faces with black rims and nothing in between. There are
five of them, on the AK-20, pistol, SR-X, SG8 and minigun, and they fire -. The
dash is the only thing in the game a skin changes about a projectile, it is still purely
cosmetic, and it only applies to rounds YOU fire: an enemy holding the same weapon is holding
their own skin, and the server is never told about any of it.
Every gun skin has its own sound, and every object has its own reload. A barcode scanner beeps and takes a battery; a glue gun takes a glue stick in the back; the crisp tube is refilled with crisps; the champagne is shaken and re-corked; the egg timer is wound; the pipe organ has its bellows pumped; the emoticon guns are backspaced and retyped. Skins that are real guns — the AUG, the Dragunov, the M249 — keep their gun’s reload, because they take the same ammunition, but each has its own voice. All of it is heard only by you: other players hear your gun, not your skin.
Some skins make an entrance. Draw the Hyperspace AK and it arrives as crystal shards hanging in space around your hands, which then fuse into a rifle. The Origami Pistol folds itself up out of a sheet of paper, the Brick XM7 is snapped together a brick at a time, the 8-Bit SR-X pops in a pixel at a time, and the Portal SG8 steps out of a portal. It is only something to look at: fire, reload or aim and the gun is instantly whole, so an entrance can never make you slower to shoot.
Close range gets them too. The Hyperspace Knife fuses from crystal like the AK; the Butterfly Knife’s handles flip round the blade and close as the grip; the Laser Katana’s blade runs out of the hilt; the Frost Axe is tossed up and caught; the Outlaw Shorty spin-cocks round its loop lever; and the Gunslinger twirls twice round the trigger finger. Swing a blade or fire a gun and it is instantly ready.
A few never stop moving while you hold them. The Singularity Knife is pulled out of a black hole — stretched thin as it comes — and black and white sparks flash off it constantly. The Sakura Katana blooms out of a swirl of petals and keeps shedding them. The Thunder Spear arrives on a lightning strike with arcs crawling along the shaft. The Blueprint AK is the AK as its own technical drawing: it scans itself in and flickers like a hologram. The Glitch Deagle teleports together, and every so often a piece is somewhere it should not be.
More of them: the Fishbowl Carbine fills with water when drawn and three fish live in it; the Clockwork Coilgun clicks together like something wound, its gears never stop turning and it lets off steam; the Neon SMG warms up a tube at a time like a sign, its colours drifting; the Constellation Launcher draws its stars, then the lines between them, then itself, with stars twinkling inside; the Phantom Cannon fades up out of nothing and breathes, shedding wisps; and the Balloon Sword is blown up hilt to tip and never quite stops wobbling.
๐ The Rainbow AK is split out of a prism. A beam of white light hits a spinning prism in front of your hands, it splits into seven, and every piece of the AK comes out of the prism along its own colour — red first, violet last. The prism shatters, rainbow rings blast out, and from then on the colours flow down the gun. Its rounds are rainbow too.
๐ฌ Entrances come out of Skin Case Gen 2. Every skin above that plays an animation when you draw it — 46 of them, 32 guns and 14 melee — is dealt by that case: 5,000๐ฉ — about 59 matches, deliberately just under the cheapest P2W weapon at 6,000๐ฉ. Rarity sets the odds rather than the price. The roll is weighted legendary 2 : rare 3 : good 6, so a balloon knife turns up early and often while the Rainbow AK sits at roughly 1% on a fresh account. No case is ever wasted: each one deals a skin you do not own yet, and duplicates only start once you own them all, so the whole set is exactly 46 cases — 230,000๐ฉ, which nobody is going to finish. The server owns both the roll and the record of what you have pulled, so neither can be claimed from the browser. The Legend entrances below are not in it — those are earned, not bought.
There are three cases. Gen 1 (1,500๐ฉ) holds the basic skins and the realistic military models: the Dragunov, the M249, the Remington 870, the MGL. Gen 2 (5,000๐ฉ) holds the entrances. The Donut Case (4,000๐ฉ) has a pool of two — The Glazer and the Ring King — and is priced for it. You can buy a case anywhere, but you have to be standing in Lobby 13 to open one.
๐ฅ FFA Legend skins are the real weapon, cursed: turned to obsidian, the small hardware glowing like embers, spikes driven out along the spine and flanks, and black and red fire burning off the top with embers lifting off it. Drawing one makes the fire flare up with a whoomph, and your rounds fly as red-hot streaks trailing black smoke. There are eight: the AK-20, pistol, SG8, SR-X and Vector, and the knife, katana and bat.
They are earned, and it is meant to take forever: deal 1,000,000 damage in FFA, or win 5,000 FFA matches — whichever comes first unlocks all eight at once. Progress shows on every locked Legend in the skins panel. Damage is counted by the server as it lands, so it cannot be claimed; a win only counts from a real FFA match that has run at least 30 seconds, where you landed a kill the server saw. You need to be logged in for any of it to count.
Every Legend makes its own entrance and none are alike: the AK rises out of an eruption of fire; the pistol is packed in a black cube that folds open; the SG8 is forged, red hot under three hammer blows, and cools with a hiss; the SR-X rains down in pieces like meteors; the Vector spirals in on a fiery vortex; the knife is thrown up and drilled round three times; the katana is drawn from a black scabbard; the bat is slammed down with a ring of fire. The fire catches with a whoomph once it is whole. None of the guns reload with a magazine either: a wave of red light bursts through the AK; the pistol takes a burning soul; the SG8 takes coals; the SR-X draws red energy back up its barrel; and the Vector takes a molten magazine.
The older melee skins (27 of them) are a name and a look on the same weapon, and they also keep the base item's numbers and its ability. Where one of those has since been given a real model the rename was deleted, because a skin that is only a different caption is not a skin. So far that has taken Dental Floss, Pool Noodle and Umbrella Sword.
๐ Every Primary (77)
| Name | Type | DMG | MAG | RATE | FIRE | ABILITY | PRICE | NOTES |
|---|---|---|---|---|---|---|---|---|
| AK20 | AR | 30 (70 head) | 30/90 | 7/s | AUTO | Focus Fire | 250๐ฉ | We wanted this to be one of the most underestimated weapons in the game. It went the other way โ buffed to 38 it became a damage monster with absolute dominance, so it has come back down to 30. It should feel like a weapon for any situation: no spread, no falloff, four to the body or two to the head, and a reload you have to cock โ chunk, chunk โ so pick your moment. |
| AK30 | AR+ | 22 | 45/135 | 7/s | AUTO | Armor Pierce | 300๐ฉ | |
| SG-8 | Shotgun | 18 | 8/32 | 2/s | SEMI | Bullet Wave | 220๐ฉ | Weakest gun in the starter loadout, by the numbers, and it showed. Pump speed doubles — 900 ms → 450 ms between shots — so the second barrel is there for you a lot sooner instead of leaving you standing there after a whiff. |
| SG100 | Shotgun+ | 70 | 10/50 | 1/s | SEMI | Fan Hammer | 380๐ฉ | |
| SR-X | Sniper | 95 | 5/20 | 1/s | SEMI | Light Speed | 500๐ฉ | |
| RPD | LMG | 10 | 300 | 17/s | AUTO | Overclock | 450๐ฉ | |
| MP-40 | SMG | 15 | 40/120 | 13/s | AUTO | Piercing Round | 200๐ฉ | |
| P90 | SMG+ | 15 | 50/150 | 50/s | AUTO | Hyperspin | 350๐ฉ | Pin accurate and always was โ the spread is 0.005, which puts every round inside a hand's width at 25 m. What stops it is new: the P90 is the first weapon in the game with real recoil. Fifty rounds a second out of a fifty-round magazine means the whole mag is gone in one second, so the kick per shot is tiny and the CLIMB is what you feel โ 1.5° after ten rounds, 12.7° if you hold the whole thing down. It should feel like a laser for the first half-second and a fight after that. Aim down sights and it kicks 45% less. Still, 250 damage a second was forgettable next to guns half its fire rate, so damage triples: 5 → 15, 750 dps at full auto. That much output earns a second cost besides the climb โ a small spread bloom now stacks in with every shot, roughly doubling the base spread by the time the mag runs dry. Shot 1 is always clean; shot 40 is not. |
| Paintball | Paintball | 40 | 8/48 | 5/s | AUTO | Splat Bomb | 120๐ฉ | Bullet speed dropped 84 → 50 — this thing lobs now, easy to see coming and lead away from at range. In exchange the blob itself got real: bulletSize 0.07 → 0.2, and hit detection was reworked so a bullet's own radius actually counts toward landing a hit (it never did before — size was purely visual, for every gun). Up close, that fat paint blob is far more forgiving than the raw numbers suggest. |
| Burst Rifle | Burst AR | 47 | 36/108 | 11/s | AUTO | Triple Burst | 280๐ฉ | 1,340 dps turned out to be too much of a wide margin — damage comes back down 25% (63 → 47), landing at exactly 1,000 dps while the trigger is down. Still exactly three rounds before it locks you out for 0.75 s, whether those three land back-to-back or spread over separate taps. Three shots is now 141 damage against a 300 HP player — hard-hitting, no longer nearly a one-burst kill. Falloff floor and fire rate are unchanged. |
| Lever Rifle | Marksman | 93 | 8/40 | 2/s | SEMI | Deadeye | 360๐ฉ | A real lever gun kicks your head back with every round you cycle, and this one never did. Damage is up 50% (62 → 93) and now there's a matching jolt to work the lever through — up to nearly 2° of climb on consecutive shots that settles fast once you let off. |
| Auto Shotgun | Shotgun | 12 | 12/48 | 4/s | AUTO | Tight Choke | 340๐ฉ | |
| Vector SMG | SMG | 12 | 32/160 | 22/s | AUTO | Overdrive | 300๐ฉ | |
| Crossbow | Projectile | 80 | 1/18 | 2/s | SEMI | Power Charge | 280๐ฉ | |
| Flamethrower | Area | 6 | 80/160 | 29/s | AUTO | Propane Burst | 420๐ฉ | It no longer melts people by holding the trigger — it sets them on fire and lets go. Direct damage is halved, but one pellet lights you for 7 a second over ten seconds, which is 70 off a 100 HP bar, and it does not stack: touching someone again refreshes the burn rather than adding a second one. In exchange the flames stop dead at 12 m instead of carrying 86, and you move 10% faster while pouring it on. It should feel like a weapon that forces the fight close, marks whoever it touches, and then walks away. |
| Grenade Launcher | Explosive | 90 | 6/18 | 1/s | SEMI | Cluster | 500๐ฉ | A buff aimed at how clunky this felt to actually use, not at its damage: follow-up shots come 30% faster back to back (900 ms → 692 ms) and the reload is 20% quicker (1.8 s → 1.5 s). Still 90 damage, still no one-shots — it should feel like using the gun instead of waiting on it. |
| Railgun | Charge | 110 | 3/12 | 1/s | SEMI | Overcharge | 600๐ฉ | |
| Minigun | Heavy | 27 | 180/360 | 31/s | AUTO | Spin-Up | 600๐ฉ | 281 damage a second was forgettable for a chaingun. It's now three times the damage per bullet — same 31 rounds/s, 844/s while it's spinning — with the commitment to match: fire it for 10 straight seconds and the barrel locks up for a 2 s warm-up you can't shoot through. Aim down sights and it never needs to warm up at all, because the barrel never stopped turning — but that focus costs half your speed instead of the usual 30% hip-fire penalty (down from 40%, since it's not just heavy anymore, it's dangerous). |
| Freeze Gun | Control | 13 | 30/90 | 9/s | AUTO | Cryo Nova | 350๐ฉ | |
| Boombow | Explosive Bow | 95 | 1/14 | 1/s | SEMI | Power Draw | 500๐ฉ | |
| AN-94 | Hyperburst AR | 24 | 30/90 | 8/s | AUTO | Hyperburst | 380๐ฉ | |
| SPAS-12 | Tactical Shotgun | 20 | 8/24 | 1/s | SEMI | Slam Fire | 360๐ฉ | |
| M1 Garand | Battle Rifle | 117 | 8/32 | 3/s | SEMI | Last Ping | 380๐ฉ | A battle rifle chambered for something that hits like a battle rifle now: damage up 50% (78 → 117), with real recoil to earn it — the kind of kick that means you're resetting your aim every shot, not walking it up like an SMG. |
| Plasma Carbine | Energy Rifle | 18 | 25/100 | 7/s | AUTO | Plasma Storm | 420๐ฉ | |
| Arc Rifle | Lightning | 22 | 20/80 | 5/s | AUTO | Overload | 400๐ฉ | |
| Gravity Launcher | Heavy | 75 | 2/10 | 1/s | SEMI | Singularity | 480๐ฉ | |
| Potato Cannon | Joke Launcher | 60 | 1/10 | 1/s | SEMI | Rotten Potato | 220๐ฉ | |
| Sticker Blaster | SMG | 8 | 50/200 | 17/s | AUTO | Sticker Bomb | 280๐ฉ | |
| Harpoon Gun | Heavy Projectile | 95 | 1/6 | 1/s | SEMI | Chain Pull | 440๐ฉ | |
| Mortar Rifle | Indirect Explosive | 85 | 3/12 | 1/s | SEMI | Airburst | 480๐ฉ | |
| Arc Torrent | Beam | 5 | 100/200 | 10/s | AUTO | Surge | 460๐ฉ | |
| Firework Launcher | Explosive | 50 | 2/10 | 1/s | SEMI | Grand Finale | 360๐ฉ | |
| Switchblade Gun | Adaptive | 50 | 12/36 | 3/s | SEMI | Recombine | 420๐ฉ | |
| Flechette Rifle | Precision AR | 16 | 40/120 | 14/s | AUTO | Needle Storm | 380๐ฉ | |
| Thermal LMG | Heavy LMG | 11 | 180/360 | 18/s | AUTO | Vent Burst | 520๐ฉ | |
| Burst Cannon | Heavy Burst Rifle | 40 | 24/72 | 2/s | AUTO | Stabilizer | 480๐ฉ | |
| Incendiary Shotgun | Fire Shotgun | 14 | 8/32 | 1/s | SEMI | Dragon Breath | 400๐ฉ | |
| Coilgun | Electromagnetic Rifle | 92 | 5/20 | 1/s | SEMI | Overcharge | 460๐ฉ | |
| Smart SMG | Tracking SMG | 9 | 36/144 | 22/s | AUTO | Target Link | 380๐ฉ | |
| Anti-Material Rifle | Heavy Sniper | 180 | 3/12 | 1/s | SEMI | Armor Break | 2,000๐ฉ | |
| Compressed Air Rifle | Silent Rifle | 51 | 20/80 | 6/s | SEMI | Silent Step | 320๐ฉ | Damage up 50% (34 → 51) with the lightest recoil of this whole pass — no gunpowder, no real kick, but a pneumatic charge still pushes back a little. Still silent, now actually worth reaching for. |
| Shockwave Launcher | Knockback Heavy | 48 | 4/16 | 1/s | SEMI | Concussion Blast | 460๐ฉ | |
| Twin Barrel AR | Dual Rifle | 20 | 32/96 | 7/s | AUTO | Dual Burst | 440๐ฉ | |
| Swarm Rifle | Tracking AR | 11 | 60/180 | 22/s | AUTO | Hive Mode | 460๐ฉ | |
| Lazy Laser | Wide Beam | 6 | 120/240 | 11/s | AUTO | Full Sweep | 420๐ฉ | |
| Storm Cannon | Lightning Explosive | 70 | 4/16 | 2/s | SEMI | Thunderstorm | 540๐ฉ | |
| Royal Minigun | Premium Heavy | 12 | 400/400 | 29/s | AUTO | Golden Overheat | 3,500๐ฉ | |
| Prism Launcher | Bouncing Light | 38 | 12/36 | 3/s | SEMI | Rainbow Split | 420๐ฉ | |
| Foam Cannon | Industrial Utility | 18 | 6/24 | 1/s | SEMI | Foam Fortress | 280๐ฉ | |
| Airburst Projector | Knockback Tech | 22 | 8/32 | 2/s | AUTO | Cyclone Pulse | 360๐ฉ | |
| Glassmaker | Caustic Projectile | 28 | 10/40 | 3/s | AUTO | Crystal Rain | 380๐ฉ | |
| Magnet Rifle | Electromagnetic | 16 | 24/96 | 7/s | AUTO | Polar Shift | 380๐ฉ | |
| Seismic Hammer | Ground Shockwave | 70 | 4/16 | 1/s | SEMI | Earthbreaker | 480๐ฉ | |
| Painter Beam | Effect Painter | 6 | 60/180 | 13/s | AUTO | Spectrum Blast | 300๐ฉ | |
| Portal Launcher | Spatial | 10 | 6/12 | 2/s | SEMI | Portal Storm | 460๐ฉ | |
| Pulse Disc Launcher | Bouncing Disc | 32 | 8/32 | 2/s | SEMI | Hyper Disc | 380๐ฉ | |
| Gravity Paint | Reality Paint | 4 | 30/90 | 8/s | AUTO | Anti-Grav Field | 400๐ฉ | |
| Traffic Controller | Signal Painter | 4 | 18/54 | 5/s | SEMI | Gridlock | 320๐ฉ | |
| Pinball Launcher | Chaos Heavy | 60 | 3/12 | 1/s | SEMI | Multiball | 440๐ฉ | |
| Event Horizon Rifle | Gravity AR | 75 | 18/54 | 4/s | AUTO | Collapse | 12,000๐ฉ | |
| Storm Core | Plasma Heavy | 55 | 24/72 | 5/s | AUTO | Supercell | 10,000๐ฉ | |
| Absolute Zero Projector | Cryo | 35 | 30/90 | 10/s | AUTO | Cryostasis | 11,000๐ฉ | |
| Solar Lance | Beam | 12 | 200 | 25/s | AUTO | Solar Flare | 13,000๐ฉ | |
| Phase Driver | Phasing AR | 60 | 20/60 | 5/s | AUTO | Ghost Protocol | 3,000,000๐ฉ | |
| Quantum Repeater | Time-Shift AR | 50 | 22/66 | 5/s | AUTO | Timeline Break | 14,000๐ฉ | |
| Magnetar Cannon | Magnetic Heavy | 90 | 12/36 | 2/s | SEMI | Polar Collapse | 12,500๐ฉ | |
| Nebula Mortar | Cosmic Indirect | 110 | 4/16 | 1/s | SEMI | Starfall | 17,500๐ฉ | |
| Prism Engine | Refractive Beam | 22 | 50/150 | 14/s | AUTO | Refraction Overload | 13,500๐ฉ | |
| Void Harvester | Void Heavy | 130 | 6/24 | 1/s | SEMI | Consume | 20,000๐ฉ | |
| GAU-19 Heavy ADMIN | Admin ยท Mounted MG | 50 | 500/1000 | 56/s | AUTO | Sustained Fire | โ | |
| MK-44 Bushmaster ADMIN | Admin ยท Chain Gun | 25 | 360/720 | 25/s | AUTO | Saturation | โ | |
| XM7 Service Rifle ADMIN | Admin ยท Battle AR | 60 | 40/120 | 13/s | AUTO | Precision Fire | โ | |
| Barrett M82 ADMIN | Admin ยท Anti-Material | 250 | 5/15 | 1/s | SEMI | .50 BMG Overload | โ | |
| M134 Minigun ADMIN | Admin ยท Gatling | 15 | 800 | 40/s | AUTO | Brrrrt! | โ | |
| HK-MP7 Operator ADMIN | Admin ยท PDW | 30 | 60/240 | 20/s | AUTO | Silenced Burst | โ | |
| FN P-90 Special ADMIN | Admin ยท Bullpup SMG | 22 | 80/240 | 17/s | AUTO | Spec Ops Drill | โ | |
| MG-42 D-Day only | MG | 15 | 5000 | 20/s | AUTO | โ | โ |
๐ Every Secondary (38)
| Name | Type | DMG | MAG | RATE | FIRE | ABILITY | PRICE | |
|---|---|---|---|---|---|---|---|---|
| Revolver | Secondary | 83 | 6/18 | 3/s | SEMI | Fan Hammer | 150๐ฉ | Solid but skippable at 55. Damage up 50% (→ 83) with real recoil to go with it, the way a six-shooter actually feels in the hand. |
| Flare | Secondary | 85 | 1/6 | 5/s | SEMI | Signal Flare | 80๐ฉ | |
| Pistol | Secondary | 20 | 15/45 | 5/s | SEMI | Rapid Fire | 60๐ฉ | |
| Shorty | Secondary | 30 | 2/10 | 1/s | SEMI | Point Blank | 180๐ฉ | |
| Cycler | Secondary | 8 | 100 | 20/s | AUTO | Surge | 140๐ฉ | |
| Hand Cannon | Secondary+ | 105 | 5/20 | 2/s | SEMI | Execution | 260๐ฉ | Damage up 50% (70 → 105) and now the biggest kick of any pistol in the game to match — this is the one that should genuinely hurt to hold on target for a second shot. |
| Throwing Knives | Thrown | 45 | 3/18 | 4/s | SEMI | Volley | 120๐ฉ | |
| Taser | Control | 53 | 2/16 | 2/s | SEMI | Discharge | 200๐ฉ | Damage up 50% (35 → 53) with a light kick added โ nothing like the Hand Cannon, but enough that you feel the jolt is coming from both ends. |
| Machine Pistol | Secondary | 14 | 24/96 | 14/s | AUTO | Akimbo | 220๐ฉ | |
| Sawed-Off | Secondary | 35 | 2/8 | 1/s | SEMI | Double Barrel | 260๐ฉ | |
| Dart Gun | Secondary | 38 | 6/18 | 3/s | SEMI | Toxin Dart | 160๐ฉ | Damage up 50% (25 → 38, poison DOT unchanged) with the lightest kick of any gun getting this treatment โ a compressed-air dart launcher should barely nudge you, and it barely does. |
| Laser Pointer | Secondary | 6 | 50 | 13/s | AUTO | Blinding Flash | 120๐ฉ | |
| Coin Gun | Secondary | 30 | 8/32 | 4/s | SEMI | Jackpot | 180๐ฉ | |
| Machine Revolver | Secondary | 36 | 8/24 | 13/s | AUTO | Wild Spin | 240๐ฉ | The named example of a gun that was just there โ fine numbers, no personality. Damage up 50% (24 → 36) with a P90-style climbing kick since it's the one full-auto gun in this batch, not a single big jolt per shot. |
| EMP Pistol | Secondary | 26 | 12/48 | 4/s | SEMI | EMP Burst | 240๐ฉ | |
| Pocket Rocket | Secondary | 90 | 1/6 | 1/s | SEMI | Mini Barrage | 320๐ฉ | |
| Auto Revolver | Secondary | 42 | 6/24 | 8/s | AUTO | Deadeye | 220๐ฉ | |
| Frost Blaster | Secondary | 0 | 50 | 10/s | AUTO | Cryo Burst | 240๐ฉ | |
| Snubnose | Secondary | 48 | 6/18 | 4/s | SEMI | Fan | 140๐ฉ | Damage up 50% (32 → 48) with recoil added โ a short barrel means less to hold the muzzle down, so it climbs a little faster per shot than the full-size Revolver does. |
| Duelist | Secondary | 90 | 1/8 | 3/s | SEMI | Honor Shot | 280๐ฉ | |
| Mauser C96 | Secondary | 36 | 10/30 | 7/s | SEMI | Rapid Strip | 200๐ฉ | Damage up 50% (24 → 36) with recoil added โ fast semi-auto cycling on the C96 means the climb between shots barely has time to settle before the next one lands. |
| Mini Uzi | Secondary | 12 | 25/75 | 14/s | AUTO | Spray | 240๐ฉ | |
| Nail Gun | Secondary | 27 | 20/60 | 9/s | AUTO | Pin Down | 180๐ฉ | Damage up 50% (18 → 27) with a mild full-auto climb added โ nowhere near the Machine Revolver's kick, this is a nail gun, not a handgun, so it stays fairly plantable. |
| Boomstick | Secondary | 35 | 2/12 | 2/s | SEMI | Both Barrels | 220๐ฉ | |
| Signal Pistol | Secondary | 70 | 1/5 | 4/s | SEMI | Beacon | 200๐ฉ | |
| Throwing Axes | Thrown | 70 | 1/5 | 1/s | SEMI | Triple Toss | 240๐ฉ | |
| Shuriken | Thrown | 22 | 8/24 | 6/s | SEMI | Star Storm | 160๐ฉ | |
| Boomerang | Thrown | 35 | 1/4 | 1/s | SEMI | Trick Shot | 180๐ฉ | |
| Slingshot | Secondary | 24 | 1/12 | 3/s | SEMI | Volley | 100๐ฉ | |
| Blowgun | Secondary | 32 | 1/10 | 2/s | SEMI | Toxic Dart | 200๐ฉ | |
| Pulse Needle | Tracking Secondary | 14 | 12/36 | 9/s | AUTO | Detonate | 6,000๐ฉ | |
| Phase Pistol | Phasing Secondary | 45 | 8/24 | 4/s | SEMI | Blink Shot | 16,000๐ฉ | |
| Ion Revolver | Electric Revolver | 50 | 6/18 | 3/s | SEMI | Arc Burst | 14,000๐ฉ | |
| Desert Eagle ADMIN | Admin ยท Hand Cannon | 65 | 7/28 | 5/s | SEMI | Hand Cannon | โ | |
| M1911 Match ADMIN | Admin ยท Match Pistol | 50 | 8/32 | 8/s | SEMI | Mozambique | โ | |
| Walther PPK ADMIN | Admin ยท Spy Pistol | 45 | 8/24 | 10/s | SEMI | Stealth Strike | โ | |
| Glock-18 Auto ADMIN | Admin ยท Full-Auto Pistol | 30 | 33/99 | 14/s | AUTO | Mag Dump | โ | |
| Five-seveN ADMIN | Admin ยท Armor Piercer | 40 | 20/60 | 8/s | SEMI | AP Burst | โ |
๐ Every Melee (42)
| Name | Type | DMG | RANGE | RATE | ABILITY | PRICE |
|---|---|---|---|---|---|---|
| Bat | Melee | 38 | 2.1 | 2/s | Heavy Strike | 80๐ฉ |
| Sabre | Melee | 45 | 2.4 | 2/s | Lunge | 140๐ฉ |
| Frying Pan | Melee | 32 | 1.8 | 2/s | Pickle Throw | 60๐ฉ |
| Sledge | Heavy Melee | 70 | 1.9 | 1/s | Ground Slam | 360๐ฉ |
| Spear | Reach Melee | 50 | 3 | 1/s | Throw Spear | 200๐ฉ |
| Katana | Melee | 65 | 2.8 | 2/s | Deflect | 360๐ฉ |
| Baguette | Melee | 16 | 2 | 3/s | Eat It | 50๐ฉ |
| Knife | Melee | 28 | 1.6 | 4/s | Death Touch | 280๐ฉ |
| Chainsaw | Heavy Melee | 45 | 1.9 | 7/s | Rev Up | 1,400๐ฉ |
| Lightsabre | Melee | 72 | 2.5 | 2/s | Parry | 1,800๐ฉ |
| Riot Shield | Shield | 18 | 1.7 | 1/s | Shield Charge | 220๐ฉ |
| Screwdriver | Melee | 20 | 1.5 | 5/s | Spin Mode | 60๐ฉ |
| Crowbar | Utility Melee | 32 | 1.8 | 3/s | Pry | 110๐ฉ |
| Fire Axe | Heavy Melee | 85 | 2 | 1/s | Hellfire Swing | 420๐ฉ |
| Nunchucks | Melee | 22 | 1.9 | 6/s | Combo Frenzy | 160๐ฉ |
| Umbrella | Shield | 18 | 1.8 | 2/s | Bumbershoot | 140๐ฉ |
| Yo-Yo | Reach Melee | 30 | 3.5 | 2/s | Loop the World | 180๐ฉ |
| Combat Axe | Heavy Melee | 78 | 2.2 | 1/s | Throw Axe | 380๐ฉ |
| Shock Baton | Melee | 32 | 2 | 3/s | Static Shock | 220๐ฉ |
| Titan Hammer | Heavy AOE | 95 | 2.3 | 1/s | Earthquake | 2,400๐ฉ |
| Vampire Blade | Lifesteal Melee | 52 | 2.2 | 2/s | Blood Frenzy | 2,000๐ฉ |
| Fists | Brass Knuckles | 24 | 1.4 | 5/s | Haymaker | 0๐ฉ |
| Brass Knuckles | Punch | 28 | 1.5 | 5/s | Haymaker | 200๐ฉ |
| Hatchet | Throwable Melee | 50 | 1.9 | 2/s | Throw Hatchet | 220๐ฉ |
| Machete | Bleed Melee | 56 | 2.4 | 2/s | Slash Combo | 260๐ฉ |
| Walking Cane | Reach Melee | 30 | 2.2 | 2/s | Yank | 140๐ฉ |
| Launching Melee | Melee | 42 | 2.3 | 2/s | Homerun | 200๐ฉ |
| Lead Pipe | Chain Melee | 44 | 2 | 2/s | Bonk | 160๐ฉ |
| Wrench | Utility Melee | 36 | 1.8 | 3/s | Spanner Toss | 180๐ฉ |
| Shovel | AOE Melee | 55 | 2.2 | 2/s | Ground Slam | 280๐ฉ |
| Golf Club | Launching Melee | 40 | 2.4 | 2/s | Fore! | 200๐ฉ |
| Tennis Racket | Reflect Melee | 26 | 2.2 | 3/s | Backhand | 100๐ฉ |
| Fire Poker | Burn Melee | 38 | 2.6 | 2/s | Hot Brand | 200๐ฉ |
| Meat Cleaver | Vampiric Melee | 60 | 1.7 | 2/s | Butcher | 260๐ฉ |
| Phase Blade | Phasing Melee | 90 | 2.6 | 3/s | Ghost Dash | 9,000๐ฉ |
| Gravity Hammer | Heavy AOE | 110 | 2.3 | 1/s | Singularity Slam | 11,000๐ฉ |
| Volt Whip | Long Electric | 50 | 4 | 2/s | Thunder Lash | 8,500๐ฉ |
| Karambit ADMIN | Admin ยท Combat Knife | 80 | 1.6 | 5/s | Stealth Stab | โ |
| Trench Bayonet ADMIN | Admin ยท Reach Knife | 100 | 3 | 3/s | Charge! | โ |
| Tactical Tomahawk ADMIN | Admin ยท Throwable Axe | 120 | 2 | 1/s | Throw Tomahawk | โ |
| OTs-04 Bayonet ADMIN | Admin ยท Spetsnaz Blade | 90 | 1.8 | 4/s | Spetsnaz Combo | โ |
| Spec-Ops Garrote ADMIN | Admin ยท Silent Kill | 9999 | 1.5 | 1/s | Lights Out | โ |
๐ Every Utility (49)
| Name | Type | EFFECT | USES | CD | PRICE | |
|---|---|---|---|---|---|---|
| Frag Grenade | Explosive | DMG 80 | 2 | 0.9s | 120๐ฉ | |
| Medkit | Heal | HEAL 45 | 1 | 1.2s | 80๐ฉ | |
| Stim Shot | Quick Heal | HEAL 22 | 2 | 0.7s | 60๐ฉ | |
| Smoke Bomb | Utility | โ | 2 | 0.7s | 70๐ฉ | Five thin puffs you could see straight through, so nobody ever bothered. Two passes later it's 18 puffs on a spiral at roughly 45x the original puff volume, with the throw radius scaled up to match — this is cover now, not a decoration. |
| Blink Pearl | Teleport | BLINK 10m | 2 | 0.9s | 280๐ฉ | |
| Ammo Fountain | Resupply | REFILL AMMO | 1 | 1.0s | 180๐ฉ | |
| Confetti Cannon | Chaos | DMG 8 | 3 | 0.5s | 100๐ฉ | |
| Moon Mine | Floaty Bomb | DMG 65 | 2 | 0.8s | 220๐ฉ | |
| Rubber Duck | Bouncer | DMG 18 | 4 | 0.4s | 90๐ฉ | |
| Black Hole Seed | Void | DMG 105 | 1 | 1.3s | 2,200๐ฉ | |
| Glitch Cube | Wild Card | DMG 42 | 2 | 0.8s | 240๐ฉ | |
| Vampire Syringe | Risk Heal | HEAL 35 | 2 | 0.7s | 200๐ฉ | |
| Adrenaline Pack | Buff | โ | 1 | 1.5s | 220๐ฉ | |
| Tripwire | Trap | DMG 60 | 2 | 1.1s | 200๐ฉ | |
| Hologram Decoy | Decoy | DECOY 8000ms | 1 | 2.0s | 240๐ฉ | |
| Magnet Mine | Magnet | DMG 40 | 2 | 0.9s | 220๐ฉ | |
| Bounce Pad | Mobility | โ | 2 | 0.9s | 140๐ฉ | |
| Hunter Drone | Drone | DMG 100 | 1 | 1.2s | 460๐ฉ | |
| EMP Grenade | Disable | DMG 25 | 2 | 0.9s | 240๐ฉ | |
| Sticky Charge | Explosive | DMG 120 | 2 | 0.8s | 320๐ฉ | |
| Orbital Strike | Doom | DMG 250 | 1 | 2.0s | 2,500๐ฉ | |
| Guardian Drone | Auto Turret | DMG 14 | 1 | 1.5s | 380๐ฉ | |
| Nano Shield | Auto Heal | HEAL 20/s | 1 | 1.8s | 320๐ฉ | |
| Air Grenade | Launch | DMG 15 | 2 | 0.9s | 160๐ฉ | |
| Land Mine | Trap | DMG 298 | 2 | 1.1s | 380๐ฉ | |
| Flashbang | Stun | DMG 5 | 2 | 0.9s | 200๐ฉ | |
| Proximity Mine | Trap | DMG 70 | 2 | 1.1s | 220๐ฉ | |
| Dynamite Bundle | Explosive | DMG 120 | 2 | 1.2s | 280๐ฉ | |
| Mini Drone Strike | Doom | DMG 140 | 1 | 1.8s | 340๐ฉ | |
| Healing Pulse | Heal | HEAL 60 | 1 | 1.5s | 200๐ฉ | |
| Teleport Beacon | Teleport | BLINK 12m | 1 | 1.2s | 260๐ฉ | |
| Cloak | Buff | โ | 1 | 1.8s | 280๐ฉ | |
| Berserker Serum | Buff | โ | 1 | 1.8s | 240๐ฉ | |
| Taser Grenade | Disable | DMG 15 | 2 | 0.9s | 220๐ฉ | |
| Ink Bomb | Utility | โ | 2 | 0.8s | 140๐ฉ | |
| Distraction Siren | Decoy | DECOY 6000ms | 1 | 2.0s | 200๐ฉ | |
| Caltrops | Trap | DMG 30 | 3 | 0.7s | 180๐ฉ | |
| Nano Swarm | Heal Drone | HEAL 120 | 1 | 1.8s | 10,000๐ฉ | |
| Warp Beacon | Teleport | BLINK 20m | 2 | 1.5s | 12,500๐ฉ | |
| Stasis Mine | Time Trap | DMG 20 | 2 | 1.2s | 9,000๐ฉ | |
| Specter Drone | Stealth Drone | DMG 160 | 1 | 1.8s | 15,000๐ฉ | |
| Quantum Barrier | Shield | HEAL 12/s | 1 | 2.0s | 10,500๐ฉ | |
| C4 Charge ADMIN | Admin ยท Explosive | DMG 200 | 2 | 1.2s | โ | |
| Claymore Mine ADMIN | Admin ยท Directional Mine | DMG 250 | 2 | 1.1s | โ | |
| M84 Stun Grenade ADMIN | Admin ยท Flashbang | DMG 10 | 3 | 0.8s | โ | |
| Thermite Charge ADMIN | Admin ยท Burn Zone | DMG 8 | 2 | 1.0s | โ | |
| Predator UAV ADMIN | Admin ยท Recon | UAV 10000ms | 1 | 2.0s | โ | |
| Care Package ADMIN | Admin ยท Random Drop | โ | 1 | 1.5s | โ | |
| Tactical Nuke ADMIN | Admin ยท End the Match | DMG 500 | 1 | 3.0s | โ |
๐ Donuts
- Engine, design, and most code: VideoGameTips
- Additional content: Codex (5 maps + respawn improvements)
- Master Admin: Trash123 ๐ suspiciously well-equipped